Battletech Campaign System 2.1
Battletech Campaign System 2.1
Battletech Campaign System 2.1
1 June 2018
BATTLETECH CAMPAIGN
SYSTEM
Note: These campaign rules are built for play within the Battletech system, and are not intended for any
commercial purpose whatsoever.
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Introduction
The purpose of this rules set is to create a campaign environment in which players can track the progress of their
Battletech pilots over a career, while having the strategic element largely abstracted.
Players of this campaign system will generate at least one Battlemech Pilot, though most will want to have at least
one backup in case their first is injured an unable to go on a given mission.
Note that pilots may choose to be of any affiliation, the faction distinctions are left simplistic in this initial version
of the rules. Note however that as the campaign progresses, factions will change (see Clan Invasion below).
Structure
The campaign structure is simple. Initially, each player controls a Mechwarrior who is a pilot either for one of the
great houses, or for a mercenary company. Each mission, players randomly select what side they are on, and then
select a pilot to play. The mission is determined by the ratio of the Battle Value (BV) of the two sides, as modified
by pilot experience level. This yields a ratio, which determines the type of mission played. Then each mission is
set up using the specific rules for that mission, the battle played, and then post-battle results recorded which may
affect the experience growth of the mechwarriors themselves.
The timeframe for this is set during the era of the 4th succession war and early clan-invasion. Pilots will initially
have access only to standard 3025-era technology, but as they progress may purchase access to improved
technology that is derivative of old Star League technology or (after the Clan invades) even newer Clan technology.
The technology is accessed through their house, which over time will gain new technology through efforts of their
best and brightest (you).
Two primary sides exist in the war... the formal alliance of Davion and Steiner... and the alliance-of-convenience of
Kurita and Liao. Mercenary companies exist and fight on either side, and thus a Mercenary unit may fight for
either side. Finally, House Marik is formally neutral, but may *also* fight for either side... effectively as
mercenaries (indicating that they found themselves on different sides at times). Once the clan-invasion occurs, the
sides change to Clan vs. Inner Sphere, and the houses band together as one.
During the play of the game, pilots will earn a variety of types of points which will be expended to gain access to
better mechs or technology, improve their skills, or even purchase special advantages which will significantly affect
their battlefield effectiveness. There is no mechanism for "retirement" as pilots often fought until legendary status
in the Battletech mythos.
Elements
All pilots will start with two or more mechs, two skills, and 90 points to tweak themselves with. They will then earn
two types of points during gameplay.
● Experience points - These will be accumulated and spent in order to upgrade their two primary skills, or
purchase advantages. Note that with improved skills comes rank… and with rank comes access to a
greater variety of mechs.
● Honor points - These are gained (or lost) for actions on the battlefield, and can be used to purchase
technology access, to modify mechs, or to modify rolls (both on and off the battlefield).
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Mechwarrior Generation
Each inner-sphere pilot begins with a base as follows:
Piloting – 6
Gunnery – 5
Experience – 90
New Mechwarriors then spend their 90 points to purchase advantages, or to upgrade their existing skills above.
Points left over are retained as Experience Points. This works on the following chart (note costs are cumulative,
you must buy your way up the list... Piloting 5, then Piloting 4, etc):
In addition to the above, Mechwarriors may purchase advantages. Costs of advantages are listed with the
advantage...
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Rank
Pilot ranks are based on pilot skill levels. In the universe of Battletech, you earn your way to the top by skill on the
battlefield… and the weak don’t survive long. As such, pilots will increase in rank level as their pilot and gunnery
skills improve. Note that the names of the ranks do vary by faction. These differences have no effect on gameplay,
as all rank equivalents are considered equal.
Basic rate of progress is simple... pilots gain rank based entirely on the combination of their two skills, pilot and
gunnery. The lower those values (and thus more skilled the pilot) go, the higher their rank and thus the higher
their access to mechs.
Note that when a pilot is promoted, they immediately gain a new mech of the class they just gained access to. This
is mandatory. They must replace a mech of their choice that they currently have access to.
Mechs
Every pilot will start with access to at least two mechs. Each mission, the pilot may choose which of his/her mechs
to drive. This will allow players to more readily balance sides, if desired. As noted above, players may purchase an
additional mech slot by buying the "Wealthy" advantage.
If a pilot loses a Mech, after the battle (if the pilot survives) the pilot may replace that mech from the Standard
Mechs Table. Note that if a pilot rolls on a table below their maximum based on rank (climbing the ranks
advantage does NOT count), they may modify their roll by +/- 1 for each level of access above what they choose to
replace with. For instance, if a pilot has reached the rank of Lieutenant and gained Heavy access... and they
choose to replace with a Fire mech, they may shift their die roll by +/- 1... but if they went with an Light, they could
shift by +/- 3. This shift is after the die roll. If a mech exists on the alternate table in the same slot as rolled on the
standard table, the mech warrior may choose this mech, instead of the standard version at no additional cost.
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Note also that each faction has their own set of tables. Note also that mech class is based on mech tonnage. The
tonnage breakdowns are as follows:
Pilot Advancement
As pilots fight, they gain experience which can be spent to purchase new skills. Experience points are gained in the
following fashion:
● 1d6 experience points for doing damage to at least one enemy mech during a mission.
● 1d6 experience points for destroying an internal component (successful critical) to at least one enemy
mech during a mission. (Pilot wounds specifically caused by striking the head location with an attack
counts)
● 1d6 experience points for EACH kill on an enemy mech (internal damage or crit to a mech which later was
destroyed)
● 1d6 experience points for participating in a mission
● Variable experience points from receiving a decoration
● Variable experience points for completing specific mission objectives
Experience gained is accumulated until a player wishes to expend that experience to purchase a skill or advantage
upgrade. All events are cumulative... so if a pilot shoots a mech, hits armor, internal, and then blows it up... they
get 3d6 experience points.
Decorations
Pilots that perform particularly well gain a decoration. This translates to both additional experience and
promotion points, as follows:
Event Decoration Gain
Singly destroyed an enemy mech Bravery Ribbon 2d6 experience points, 2d6 honor
worth at least their own MMV. points
Singly destroyed an enemy mech Valour Ribbon (supercedes 4d6 experience points, 4d6 honor
worth at least 1.5x your value Bravery Ribbon) points
Singly destroyed an enemy mech Heroism Ribbon (supercedes 8d6 experience points, 8d6 honor
worth at least 1.5x your value while Bravery or Valour Ribbon) points
suffering at least two critical hits and
at least two pilot hits.
Participated in the destruction of at Star of Battle 3d6 experience points, 3d6 honor
least three enemy mechs points
Defeated the last three enemy mechs Star of Defiance (supercedes 6d6 experience points, 6d6 honor
after being the last mech standing in Star of Battle) points
your force
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Suffered a wound from enemy fire Star of Dang 2d6 experience points, 2d6 honor
on a mission begun where the pilot points
was already wounded
Received a commendation from the Star of Commendation 1d6 promotion points, 1d6 honor
mission commander points
Note that only a single "Ribbon” and a single "Star" can be received on any given mission. In any case where a pilot
has earned multiple of either, they may choose the award received (Star of Deng and Star of Battle, for example).
Honor Points
Honor points are gained mostly through decorations, and represent the equivalent of "favor points" from the
Interceptor system. Honor points are used primarily for modification of existing mechs (see Customizing Mechs),
but can also be used for several things listed below.
Players may spend 10 honor points to reroll any die roll. This can be done repeatedly, as long as the pilot has
honor. While expensive, it can be a life saver… literally.
Pilots may spend honor points to modify a roll on the replacement mech chart after rolling, in order to get a
specific mech that they desire. This costs 5 honor points per +/- 1 shift on the chart.
Pilots may spend honor points to purchase access to new technology for their House and upgrade existing House
mechs. See the Technology section below for details.
Honor points are gained as follows:
● 1d6 honor points for EACH kill on an enemy mech (internal damage or crit to a mech which later was
destroyed)
● 1d6 honor points for suffering a wound
● Variable honor from receiving a decoration
● Variable honor from mission results
Familiarity
As pilots fight with a specific mech, they gain knowledge about the quirks and special abilities of that mech. This is
reflected with familiarity points. With sufficient familiarity, a pilot gains skill points that apply ONLY in that specific
mech. If that mech is lost and replaced (even with an identical model of mech) that familiarity is lost. Note that, as
with all other such charts, the familiarity gained is cumulative...
For every 30 familiarity points a pilot has with a specific mech, they reduce their piloting and gunnery skills by 1 for
that specific mech. Thus, a pilot with 75 familiarity points would be at a -2 piloting and a -2 gunnery for that one
mech.
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Note that if a mech is modified in any way through the customization rules, the familiarity points are reduced by
one familiarity point for each honor point spent on the change being made (based on actual cost of change, not
including Bay cost or deductions from talents or tech research).
Once a pilot has gained 30 familiarity in a mech (in its current configuration) they may choose to place that variant
on the appropriate alternate mech chart.
Customizing Mechs
Mechs may be customized by their pilots, at a cost of honor points. Pilots are not actually “paying” for the parts,
but are rather calling in favors to get the modifications made.
To customize a mech, a pilot must first spend 5 honor points (bay cost), for getting permission from their unit
commander to modify the mech. Pilots must then spend honor points for each change, according to the chart
below.
The following things are considered a change, and have the listed costs:
Retrofit mech for Omni conversation 6 honor + (1 point / 5 tons of total omni pod
space round up)****
*=Internal Structure changes are considered to modify all 8 standard locations on a mech, so no further
modification cost must be paid for additional changes to those locations on a single visit.
**=This fee must only be paid once per visit, even if both XL and double heat sink technology are installed during
the same modification.
***=This charge is paid per unit (i.e 3 medium lasers costs 3 honor) except for heat sinks, which are purchased in
groups of up to 5.
****=Note that all other modification costs to create the Omni-Base mech must be paid in addition to retrofit cost
and a finalized base unit must be submitted for reference
Additionally, pilots must have access to the specific technology that they wish to add through their house, or via
appropriate house affiliations. This is not an issue if normal technology is being installed, but if more advanced
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technology is desired it requires special access only gained through house specific research. See Technology below
for more details.
Note that modifying a mech takes that mech out of action for a period of time. A mech is considered "unavailable"
for one mission if less than 8 points are spent in modification costs (this excludes technology purchase costs) or
two missions otherwise.
Technology
Standard technology available to all pilots is the normal "3025" tech. However, more advanced 3055 technology
bases exist in this campaign (including Clan technology). Access to this tech, however, is expensive. In order to
gain access to advanced technology a mechwarrior must spend some of their Honor. This unlocks *one* individual
technology for your house. Only enough technology has been unlocked, the Clan Invasion begins. Eventually we
will add Jihad technology, unlockable after the Clan Invasion has taken place (details below).
Note that technology, once purchased, remains accessible to that house forever. It also becomes available to your
alliance house (Davion/Steiner or Kurita/Liao) but costs 50% additional honor (FRU).
The honor cost to unlock a technology is 20. Houses with a specialty can buy certain technologies at a reduced cost
(15 Honor) to account for this specialization.
As noted above, each house gets a price break on technology that is oriented towards them. List of house price
breaks:
● Kurita – All Pulse and ER energy weapons
● Liao – MASC, TSM, Ferro Fibrous, Narc, Anti-Missile System, Beagle, Guardian ECM, TAG, C3, and Artemis
IV technology
● Steiner – MRM and Streak technology
● Davion – Ultra AC, LBX, and Gauss technology
● Marik – House Marik gains access to all technologies at a cost of 17 honor
● Mercenary – Special Rules
XL Engine, Double Heat Sinks, and Endo-Steel are not associated with any technology group (they are themselves a
group for the purposes of the clan invasion, however).
Special Rules: Mercenaries may buy technology for themselves individually if they wish, but that technology is lost
if the pilot is killed. Alternatively, Mercenary Pilots may spend 5 honor points to temporarily ally themselves with a
single house (they do not get access to affiliate house technology this way) and purchase available level 2
technology from the house at double normal cost. They remain an ally of that house for the purpose of purchasing
technology until they spend another 5 Honor to ally themselves with another house. Mercenary pilots may roll
replacement mechs on the chart of the house they are currently allied with instead of their own.
There are additional benefits to be gained from researching technology for your house.
If a pilot sends one of his mechs in for modification to incorporate a new technology which he has just purchased,
the mechwarrior may subtract 7 honor points from the final honor cost of the modification.
Additionally, once a pilot has personally unlocked three technologies for his house, he is gifted a mech using the
following rules for selection. This also applies for the 6th, 9th, 12th, etc. technology researched by a single pilot.
A: The mech must be of a weight class available to the mechwarrior based on rank (climbing the ranks included)
B: The mech may only include technologies that have been researched by their given house (or current house
affiliation in the case of mercenaries) from the list above or are currently installed on one of their own mechs via
customization.
If the selected mech has some affiliation with the mechwarriors given House (or affiliated house in the case of
Mercenaries) and was designed on or before 3055 within the Battletech universe, the mech is considered to be
worthy of manufacture and may be placed immediately on the alternate slot chart for their House. Otherwise, the
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mech is considered by the House to be “experimental” and must follow standard familiarity rules to be considered
for manufacture and placement on the list.
Pilots may also spend 5 honor points to initiate a manufacturing upgrade to any existing mech on their House chart
(assuming a “level 2” variant exists in the Battletech universe for the time period). This mech does not need to be
of a weight class currently available to the mechwarrior, but the upgrade does need to align with rules above
regarding available technology. The mech variant is immediately placed on the alternate mech list opposite the
original mech. Once a given pilot has upgraded three mechs for his current House, the mechwarrior is gifted a
mech following the same guidelines as those for researching technology listed above. This also applies for the 6th,
9th, 12th, etc. mech upgraded by a single pilot.
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House Technology Tracker (K-- Kurita, L-- Liao, S-- Steiner, D-- Davion, M-- Marik)
Small Pulse Laser ☐K ☐L, ☐S, ☐D, ☐M MASC K ☐L, ☐
☐ S, ☐D, ☐M
Medium Pulse Laser ☐K ☐L, ☐S, ☐D, ☐M Triple Strength Myomer K ☐L, ☐
☐ S, ☐D, ☐M
Large Pulse Laser ☐K ☐L, ☐S, ☐D, ☐M Ferro Fibrous Armor K ☐L, ☐
☐ S, ☐D, ☐M
ER Small Laser ☐K ☐L, ☐S, ☐D, ☐M Narc Beacon K ☐L, ☐
☐ S, ☐D, ☐M
ER Medium Laser ☐K ☐L, ☐S, ☐D, ☐M Anti-Missile System K ☐L, ☐
☐ S, ☐D, ☐M
ER Large Laser ☐K ☐L, ☐S, ☐D, ☐M Beagle Probe K ☐L, ☐
☐ S, ☐D, ☐M
ER PPC ☐K ☐L, ☐S, ☐D, ☐M Guardian ECM K ☐L, ☐
☐ S, ☐D, ☐M
MRM 10* ☐K ☐L, ☐S, ☐D, ☐M TAG K ☐L, ☐
☐ S, ☐D, ☐M
MRM 20* ☐K ☐L, ☐S, ☐D, ☐M C3 K ☐L, ☐
☐ S, ☐D, ☐M
MRM 30* ☐K ☐L, ☐S, ☐D, ☐M Artemis IV K ☐L, ☐
☐ S, ☐D, ☐M
MRM 40* ☐K ☐L, ☐S, ☐D, ☐M
Streak SRM 2* ☐K ☐L, ☐S, ☐D, ☐M XL Engine K ☐L, ☐
☐ S, ☐D, ☐M
Streak SRM 4* ☐K ☐L, ☐S, ☐D, ☐M Double Heat Sinks K ☐L, ☐
☐ S, ☐D, ☐M
Streak SRM 6* ☐K ☐L, ☐S, ☐D, ☐M Endo-Steel Structure K ☐L, ☐
☐ S, ☐D, ☐M
Ultra AC 2* ☐K ☐L, ☐S, ☐D, ☐M
Ultra AC 5* ☐K ☐L, ☐S, ☐D, ☐M
Ultra AC 10* ☐K ☐L, ☐S, ☐D, ☐M
Ultra AC 20* ☐K ☐L, ☐S, ☐D, ☐M
LB 2-X AC* ☐K ☐L, ☐S, ☐D, ☐M
LB 5-XAC* ☐K ☐L, ☐S, ☐D, ☐M
LB 10-XAC* ☐K ☐L, ☐S, ☐D, ☐M
LB 20-XAC* ☐K ☐L, ☐S, ☐D, ☐M
Light Gauss Rifle ☐K ☐L, ☐S, ☐D, ☐M
Gauss Rifle ☐K ☐L, ☐S, ☐D, ☐M
*= Researching this technology grants your house access to CASE armor technology if not already available.
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(note: the above chart is just a handy reference for Post-Clan Invasion IS to note which techs they begin the
invasion with, and which effectively now become part of the below list and must be purchased still)
Post-Clan Invasion Inner Sphere Technology Tracker (IS – Inner Sphere)
ER Flamer (3) ☐IS Targeting Computer ☐
IS
Heavy Flamer (3) ☐IS Improved C3 ☐
IS
Anti Personnel Pod ☐IS Improved NARC ☐
IS
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Clan Invasion
After all categories of technology have been researched at least once by at least two houses, the game shifts
considerably as the Clans invade the Inner Sphere. This results in the following:
● Walk through the Global & Pilot actions of the To the Front! description below.
● All pilots currently active are merged into one side as the “Inner Sphere”. However, individual house
mech charts remain individual.
● Pilots may roll replacement mechs from any other house’s chart at a cost of 5 honor.
● All house technology trees are merged into a single tracker.
● All technology unlock prices are 20 honor.
● All remaining “Level 1” mechs on the standard mech charts for the Inner Sphere are replaced with “level
2” versions.
● All players should roll a Clan Pilot using the charts below.
● All battles now become “Clan vs. Inner Sphere”, and some new missions become available.
To the Front!
At the end of any gaming session in which the technology research has met the requirements for the Clan invasion,
the process may begin. For the duration of time until the beginning of the next gaming session, the transition
process occurs, including but not limited to the following actions.
Global Actions
1. Pause the world at the 11th hour right before the Clan invasion hits. If you want, spend your honor
however you want based on your House affiliation like normal. Customize mechs, put level 2 mechs on
the chart, buy advantages, buy tech (free mech still restricted by House technologies). Unpause the world.
(this gives you a chance to pull the trigger on pre-invasion plans)
2. The technology trees of all the independent houses (as well as those researched by individual mercenary
factions that survived the IS conflict if applicable) are combined into a single tree for the united Inner
Sphere.
3. All IS level 1 mechs on the house lists are upgraded to Level 2 variants where available.
Pilot Actions
1. All pilots maintain their primary faction, but have free access to any house list for rolling replacement
mechs as needed once the clan invasion has officially started. Special house advantages no longer apply.
All technologies cost 20 honor to research, house affiliations for Mercenaries are no longer required, and
there are no more 150% or 200% markups on technology installs.
2. All honor currently held by the mech warrior must be spent prior to the clan invasion. This can be used to
Modify currently owned Mechs, purchase Honor option advantages, or to research any remaining
un-researched IS conflict technologies utilizing their house specific research rules (if this research of
technologies grants a pilot a free level 2 mech as per normal rules (but utilizing the combined technology
chart), this mech must be selected immediately or lost).
3. As part of being selected to move to the Clan front and face the formidable foes, each house pilot may
select one of their currently owned Mechs, and roll a replacement from the newly updated level 2 mech
charts for their house as a parting gift from their former command (pilot may spend 10 honor to broker a
deal with a new alliance house and roll on their chart instead for this one replacement). All other mechs
owned by the mech warrior travel with him to the front.
4. The mech warrior may maintain a maximum of 0 honor points at the time the first clan conflict occurs,
therefore all remaining unspent honor gets funneled into the Oh Shit! pool (1:1). For our purposes, just
circle it on your sheet and write Oh Shit! next to it or something.
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you will not be able to spend all the way down. This way the remainder is still useful to the pilot and everyone
starts at the same breakpoint.
Omnimech Rules
After the Clan invasion takes place, a new concept called “Omnimech” was imported by the Inner Sphere after the
Clans introduced it. Many Clan mechs are Omnimechs (and are shown on the list with a “Prime” designator).
Omnimechs have a significant advantage in that they are much easier to modify between set modular versions.
Any player that owns an Omnimech may choose to change from their current version to another existing version at
a cost of 5 honor points. They can do this even just before a mission, if desired. It takes no time in the shop to
swap out omni modules. Note, however, that a mech loses 10 (or 50%, whichever is lower) of its accumulated
familiarity if you swap out an omni module.
If someone modifies an Omnimech, they may create a new Omni module. This follows normal modification rules.
Once done, this new version may be designated as an official module, and others may swap to it for the cost
above.
Inner Sphere omnimech technology must be researched, as any other tech. Once researched, the player who pays
for that research may create a single new modular omnimech, and then may designate two modules (one of which
is designated as prime). They may use any available technology at the time omnimechs are researched for this
mech design, and any size within the scope of what the pilot is allowed to fly. The “Prime” version is immediately
placed in the designing pilot’s stable of mechs.
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Piloting – 5
Gunnery – 4
Experience – 90
As with Inner Sphere pilots, new Mechwarriors then spend their 90 points to purchase advantages, or to upgrade
their existing skills above. Points left over are retained as Experience Points. This works on the following chart
(note costs are cumulative; you must buy your way up the list... Piloting 4, then Piloting 3, etc):
In addition to the above, Mechwarriors may purchase the following advantages. Costs of advantages are listed
with the advantage... and the chart *IS* different from the Inner Sphere list.
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Missions
The heart of this campaign system is in the mission generator. Each battle is different, with different mechs and
different teammates each time. The mission setup follows a specific set of steps each time...
● Every player rolls 2d6 to see which side they are on. The high half is on the Davion/Steiner alliance team.
Any ties roll off. If there are an odd number of players, the middle players is referred to as the "swing"
player, and will fight on the side of whichever side has the lowest MMV value before the swing player
joins.
o Once the clan invades, this becomes high half = clan, low half = Inner Sphere
● The player who’s side roll was furthest from 7 (ties roll off) may choose the mission category from the
chart below.
● Once sides and mission category are determined, each pilot chooses their individual mech.
● Once mechs are selected, the value of all mechs are added for each side... and if there was a swing player
that player adds his value to the side that is weaker before his value is added. This will result in two
values.
● The larger side (by value) determines the ratio of forces and rolls for the specific mission. This is first done
by dividing the smaller force into the larger to determine the ratio. Note that a ratio of worse than 1.35:1
is considered an "unplayable" mission, in which case the entire process starts again.
● Once a mission ratio is found, roll on the appropriate mission category chart and determine the mission.
● Complete mission setup, and begin play.
Value
The value of all standard mechs is listed in the Appendix. However, custom mechs must be calculated using the
HeavyMetalPlus program (or manual calculation) to determine their BV.
However... as pilot skill goes a *long* way towards to determining overall power, the experience level of a pilot
also is used to modify the value of a mech. This is done as follows:
BV * PER = MMV
For example, a veteran pilot has bought his way up to a Piloting skill of 3 and a Gunnery skill of 2. In addition, he's
driving a familiar Mech, in which he has a -2/-2 bonus, giving him an effective skill of 1 Piloting and 0 Gunnery. His
PER would therefore be 1.6 (6 from low piloting/gunnery). You would then multiply his mech BV by 1.6 to get his
MMV used in mission calculations.
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MMV Ratio
As noted above, once the forces are determined this chart is referenced to determine mission difficulty. For all
missions, the larger force is referred to as the Advantaged Force (AF) and the smaller as the Disadvantaged Force
(DF).
Note that if a mission is deemed "unplayable", the entire process starts over. Also, it is highly recommended that if
there are four or less players in the battle, Heavy mission level is also ignored. If repair rules are being used, mechs
all repair and pilots heal two wounds before proceeding to the next mission roll.
Mission Notes
Each mission will have a number of parameters:
Mission Setup
Random entry points consist of one of six cardinal entry points. They will be corners, or centers of sides, based on
the hexagonal map directions. In some cases, mechs will enter from these cardinal points. In these cases, these
mechs set up just off map, within five hexes of their designated "entry point". If necessary, roll initiative (see
Initiative) to determine setup order.
Randomization onto the map (Combat Drop) using the Blind Flip system ("Stevie Wonder Flip") means that players
simply close their eyes and flip their mech tokens onto the map as they would a coin. Once a mech has landed on
the map, it is aligned randomly (roll facing).
Note that all sides use their own setup area as the retreat vector. A mech may *only* depart the map safely on
their retreat vector. If they are forced off any other direction, or voluntarily leave from any other, they must roll
on the retreat chart (see Retreat Chart). If one side does not have a retreat vector designated, any map edge is a
retreat vector as long as it is not specifically designated as the enemy retreat vector.
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Mission Objective
This is the general objective of the mission. The following are the standard mission objectives:
Recon
As per scenario rules. Both sides may leave freely at any time.
Escort/Strike
This means that a specific target has been designated for destruction/protection. Once this target is gone, either
side may disengage at will from their retreat vectors. Successfully destroying or defending the strike target gains
the side 1d6 experience and 1d6 honor for each participating pilot.
Map
The specific map types are determined here. Note that the disadvantaged force actually selects the individual
maps and then sets them up. Standard chart is:
Weather/Environmental
Any weather effects are listed here, if they are possible.
Balancing Functions
Any mission that is not even will have some form of balancing function; see this section for details, or referral to
the balancing function chart at the end of the section of mission descriptions.
Mission Bonuses
Any bonuses for this mission are listed here. These are usually experience and/or promotion point bonuses.
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Battletech Campaign Rules – v2.1 June 2018
Special Rules
Each mission will have special rules. They supersede all standard rules.
Post-battle Resolution
After every battle, players follow these steps to update their pilot and mech:
● Add familiarity points to surviving mechs
● Calculate all experience and honor gained.
● Pilots may spend experience points to purchase new skills and advantages.
● If a mech was destroyed and the pilot survived, replace it from the Standard Mechs Table, using the rules
outlined earlier. Note: newly attained rank applies for this roll.
● Note how many missions a pilot and/or mech is sidelined for...
o Any mech suffering engine or gyro damage is out for two missions
o Any mech suffering more than 50% structural damage and/or loss of more than one limb is out
for one mission
o Any pilot wounded is sidelined for a number of missions equal to their number of damage points
/ 2 (pilots heal 2 / mission)... unless they *wish* to fly wounded.
o (Optional: Mechs which have received critical damage roll on the “Fault Chart” to see if they
receive permanent mech damage.)
Fault Chart
Players may elect to use this optional rule to simulate the true nature of the Battletech universe, and the fact that
mechs often fought with permanent damage. To use this rule, simply roll 2d6 after any battle in which a mech
received critical damage. On a roll of 2-3, that critical damage has left permanent scars.
Check each location so crippled. Crippling is triggered based on the reasons listed:
Armor: More than 75% of armor Damaged armor framework - Can Entire skeleton must be replaced
destroyed, and at least six only carry 75% (FRU) of maximum (ala Endo Steel).
locations fully de-armored. armor for the tonnage.
Engine: Engine has taken two Damaged engine - Engine counts as Replace engine
engine hits having 1 engine hit all the time
Weapons: At least 50% of Heat conduit issues - All weapons Cannot be repaired.
weapons damaged, and mech generate +1 heat.
received an engine hit
Arms: Arm destroyed Damaged arm actuator (randomize Entire skeleton must be replaced
which side - one actuator cannot be (ala Endo Steel).
repaired)
Legs: Leg destroyed Damaged leg actuator (randomize Entire skeleton must be replaced
which side - one actuator cannot be (ala Endo Steel).
repaired)
Heat Sinks: All heat sinks outside Damaged Heat Sinks (1d6 are faulty Replace heat sinks
the engine are damaged, and one and non-functional)
or more engine hits
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Battletech Campaign Rules – v2.1 June 2018
Jump Jets: At least 50% of jump Damaged jump jets - 1d6 jump jets Replace jump jets
jets damaged are damaged and non functional
Armor: More than 50% of armor Damaged armor supports - Any Entire skeleton must be replaced
destroyed, at least four locations physical damage taken is doubled (ala Endo Steel)
fully de-armored, and received at
least one successful charge or
DFA.
Weapons: Any ammo-using Weapon reload issues - one random Replace weapon
weapon is destroyed (all critical ammo-based weapon is unreliable,
slots are hit). Roll for any weapon and jams on a firing roll of 2-3
so affected. (disabled until end of mission)
Gyro: Gyro destroyed (two hits) Damaged Gyro - +1 to all piloting Cannot be replaced
rolls
Sensors: Sensor hit in cockpit Damaged fire control - +1 fire Cannot be replaced
modifier at all times
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Battletech Campaign Rules – v2.1 June 2018
Missions
Gathering/Recovery Missions
Roll 1d6 Mission
1-2 Salvage Rights
3-4 Recover Pilot
5-6 Recon
Enemy Engagement Missions
Roll 1d6 Mission
1-2 Maelstrom
3-4 Meeting Engagement
5-6 Duel
Support/Strike Missions
Roll 1d6 Mission
1-3 Break the Line
4-6 Installation
**
Salvage Rights
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Find salvageable equipment from a recent battle and return home with them, Hold the field
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup.
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● At the end of each players movement phase, they roll 2D6. On a result of 2, salvageable parts have been
discovered in the occupied hex. On a result of 3, salvageable parts have been spotted in a hex D3 away, in
D6 direction. A Salvage counter is placed on the map at that location. This continues until 3 such counters
have been placed. A mech may forego his fire and melee phase on a turn in which he ends in a salvage
hex and only walked and pick up that salvage. Salvage weights d6 tons, and is worth tonnage in honor
points (for each player). If at the end of the battle all three Salvage tokens have not been discovered, the
side that held the field gets all remaining salvage on map.
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Battletech Campaign Rules – v2.1 June 2018
Pilot Recovery
Mission Setup
Disadvantaged force selects a map board. Advantage force enters from opposite board. Mechs may be placed
anywhere within 8 hexes of their side board edge.
Mission Objectives
● Capture/Rescue Pilot pod, Hold the field
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● A standard engagement has been superseded by reports that a pilot has just ejected over the conflict
area. The pilot pod will land within 1d3 hexes of map center on turn 1d3+2.
● Pilot pod is picked up using standard item pickup rules. Unit must end the movement phase of their turn
in the hex with the pilot, having neither run nor jumped in the current turn, and must forego their fire and
melee phase to pick up the pilot. Whichever side retrieves the downed pilot and gets it off their retreat
vector gains 2d6 honor. All remaining Mechs are free to disengage once the pilot has been recovered and
has been carried off the map.
Recon
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Forces are attempting to recon an unexplored territory to gather Intel, Hold the Field
Map
● Any standard terrain map, randomly determined.
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup; any result
of Mines is re-rolled.
Special Rules
● Two recon locations are placed on the map randomly at mission start (no restriction on placement). To
recon a location, a mech must end a turn in the hex of the recon marker, have neither run or jumped, and
may not fire or make physical attacks.
● Once a location is reconned, a new location is randomly placed 2d6 hexes from the last location, in a
random direction (reroll if off map).
● Once the third location is reconned, a fourth is placed, and then a fifth after the fourth is reconned.
● At scenario end, total the number of locations reconned and award promotion to each side as per the
following:
o 1 point = 1d6 Experience
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Battletech Campaign Rules – v2.1 June 2018
Maelstrom
Mission Setup
● Combat Drop
Mission Objectives
● Destroy Enemy Mechs, Hold the field.
Map
● Any standard terrain map, randomly determined.
Weather
● Roll 2d6 for weather/environmental...
o On a 2 or 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11 or 12, Hot conditions (reduce all water levels by 1, +2 heat/turn)
Balancing Functions
● Slight – Advantaged force is struck by shots on a 2, 3 and 4.
● Moderate – Advantaged force is struck by shots on 2, 3, 4, 11, and 12.
● Heavy – Advantaged force is struck by shots on a 2, 3, 4, 10, 11 and 12.
Special Rules
● All mechs are Combat Dropped into this fight (see Combat Drops in standard rules), with starting location
determined by "Blind Flip".
● All mechs must make a piloting roll on landing, modified by terrain modifier (as per attack modifier). If
this is failed, they take falling damage from a level 3 drop.
● Each turn, roll 2d6 for each mech. On a 2 or 3, that mech is struck by a random shot from off-map. This
shot is equal to the tonnage of the mech being shot / 5, and hits the mech randomly. This shot happens
before initiative, and may result in damage and piloting rolls.
● Mechs may not disengage until given permission by high command. Each side's commander rolls each
turn... on a roll of 6 (on 1d6) they are given permission to depart. Any map edge is a retreat vector once
permission is given. Any early departure suffers the standard rules for loss of honor and promotion
points.
● Honor gain is doubled on this mission.
Meeting Engagement
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Destroy Enemy Mechs, Hold the field.
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup
Weather
● Roll 2d6 for weather/environmental...
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Battletech Campaign Rules – v2.1 June 2018
o On a 2 or 3, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 4, Light Rain (+1 to all fire, -1 to all heat)
o On an 10, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 11 or 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● No special rules.
Duel
Mission Setup
● Each commander designates a "champion". Those two set up (in initiative order) within three hexes of
the center of the map.
● Remaining forces enter from a random edge entry point.
Mission Objectives
● Destroy enemy champion, Hold the field
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● Bonus of 2d6 honor for downing the enemy "champion" to each surviving pilot. Once the enemy
champion has been destroyed, mechs may disengage freely from their exit vector.
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Battletech Campaign Rules – v2.1 June 2018
Special Rules
● Weapon emplacements have 30 points of armor. The 31st point or greater of damage will destroy them.
Each placement may choose an LRM15, a dual mount AC5, or a dual mount SRM4. Weapons
emplacements, like bunkers below, may support any mech weight and take no damage, but may be
physically attacked. They have no inherent height.
Installation
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Defend/Strike, Hold the field.
Map
● Any standard terrain map, randomly determined.
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Light Rain (+1 to all fire, -1 to all heat)
o On an 12, Hot conditions (reduce all water levels by 1, +2 heat/turn)
Balancing Functions
● Slight – DF may place 1 turret / attacking AF mech (CF 30, armed with a dual Autocannon 5) - gunnery skill
5
● Moderate -- DF may place 1 turret / attacking AF mech (CF 30, armed with a dual Large Laser) - gunnery
skill 5
● Heavy -- DF may place 1 turret / attacking AF mech (CF 30, armed with a pair of Autocannon 10) - gunnery
skill 5
Special Rules
● DF is defending a small bunker installation (# of buildings = to # of attacking AF mechs). These bunkers
may support the weight of any mech safely, but may otherwise be attacked (including physical). The
bunkers have CF equal to the heaviest tonnage of enemy mech. Bunkers have no inherent height.
Balancing Functions
Roll (1d6) Mission
1 LRM Support
2 Returning Forces
3 Mines
4 Ambush
5 Infantry Support
6 Napalm
LRM Support
Special Rules
● Each turn, one randomly selected AF mech is targeted by an LRM barrage. Chance of a hit is 7 modified by
target modifiers (movement/terrain). If the selected mech is fully covered from shots from the DF entry
point, that mech is considered an invalid target unless spotting is used.
● Shot comes at the end of the physical combat phase.
● Slight – LRM 10
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Battletech Campaign Rules – v2.1 June 2018
● Moderate – LRM 20
● Heavy – Twin LRM 15
Returning Forces
Special Rules
● AF suffers armor loss (choice of location), and loss of ammo.
● Slight – 15% armor loss and 20% ammo loss
● Moderate – 20% armor loss and 30% ammo loss
● Heavy – 25% armor loss and 40% ammo loss
Mines
Special Rules
● Disadvantaged force gets mines to place secretly at the beginning of the scenario, after all mechs have
been placed but before the first initiative roll has been made. No mine may be placed within 5 hexes of an
enemy mech’s starting location. Mines may be Vibra mines, Command Detonated Mines, or Heavy Vibra
mines. Heavy Vibra mines may account for no more than 50% of the total mines placed. They do 15
damage at range 0 and 7 damage at range 1, and cannot be set below 50 Tons
● Slight – DF gets one mine for every AF mech.
● Moderate – DF gets 1.5 mines (round up) for every AF mech
● Heavy – DF gets 2 mines for every AF mech
Ambush
Mission Setup
● In Lieu of normal setup, the Disadvantaged force may setup secretly on map before the mission start
Special Rules
● DF mechs are revealed using normal rules for hidden reveal (page 77)
● Slight – up to 50% of the DF mechs may be placed secretly in ambush, remaining DF mechs may select any
entrance vector they want except the one rolled by the AF
● Moderate -- 100% of DF mechs may be placed secretly in ambush.
● Heavy -- 100% of DF mechs may be placed secretly in ambush. In addition, all DF mechs are manning a
SRM6 (OS) weapon placement that may be fired at the time of reveal.
Infantry Support
Special Rules
● DF gains Infantry as defenders. They place them hidden anywhere on the map before the first initiative is
rolled and use them as desired during the mission.
● Slight – 16 man SRM infantry squad / AF mech
● Moderate -- 24 man SRM infantry squad / AF mech
● Heavy – 30 man SRM infantry squad / AF mech
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Battletech Campaign Rules – v2.1 June 2018
Napalm
Special Rules
● Slight -- AF is struck by a single inferno SRM as the scenario begins.
● Moderate – AF is struck by twin inferno SRM’s as the scenario begins
● Heavy – AF is stuck by triple inferno SRMs as the scenario begins
OPTIONAL: Allow DF to choose 2 “slight” balancing functions in lieu of a single “moderate”, or 3 in lieu of a single
“heavy”.
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Battletech Campaign Rules – v2.1 June 2018
Key Rules
Initiative Rules
Players will roll initiative, as normal in Battletech. However, players will not alternate movement as in the basic
game. All mechs will move in initiative order. This may lead to very 1-sided movement turns in some cases. To
help balance this, initiative will be somewhat modified from basic Battletech.
Each turn, all players will roll 2d6 for their initiative. They will add to this score their Mech's current maximum
"Walk" speed, and subtract from it their piloting skill level (effective). This will yield an initiative score. The lowest
score moves first, and then the next lowest, and so on.
To represent the confusion of the battlefield, any Mech who begins the initiative phase with an enemy mech in his
rear 60 degree arc for his torso suffers a -1 (per such enemy Mech) to his initiative. Note that this enemy mech
must be standing, armed, within its weapon range, and in LOS for this -1 to be applied.
Note that, as in Battletech, all weapon fire takes place after all movement. Like the basic game, all fire is declared
BEFORE any fire is resolved... and all fire is considered simultaneous. However, to keep it simple, fire declaration is
done in the *same* order as movement. This is also true of Physical Attacks.
Retreat Rules
Like the Interceptor system, these rules simulate off-map abstractly rather than by providing additional maps or
shifting the map. This is for simplicity.
If a Mech retreats off the map using their designated "Retreat Vector", they may be shot at the turn of their
departure only. All shots are at rear armor, and use the calculated range. Any mech disabled (unable to move)
after this shot becomes subject to the win/loss of the scenario... if on the "winning" side, it is recovered and
repaired... if on the "losing" side, it is considered destroyed.
If a Mech retreats off the map *other* than on a "Retreat Vector", it rolls on the following chart... obviously, this is
*not* recommended except in the direst of situations...
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Battletech Campaign Rules – v2.1 June 2018
Salvage Rules
Disabled mechs can be salvaged. They are placed into one of four states after their pilot leaves the mech:
Intact
● Mech was headshotted or pilotkilled with internal structure remaining on all torso locations. Mech may
be salvaged post-battle, but *not* during battle, as it is too heavy to carry around.
Disabled
● Mech was movement-killed but not cored. Mech must have some center torso structure remaining and
the engine must still be functional. This can be from loss of gyro, or leg(s) and at least one arm (so mech
is no longer able to fight at all. A Disabled mech that is salvaged during a battle weighs their tonnage / 5
for the purposes of carrying.
Cored
● Mech lost all center torso structure and/or their engine was destroyed (in the case of XL engines this can
be from side torso loss). A Cored mech that is salvaged during a battle weighs their tonnage / 10 for the
purposes of carrying.
Destroyed
● Mech suffered a catastrophic destruction from loss of center torso structure equal to or greater than 2x
their center torso structure (for instance, a mech with 20 center torso structure suffering 20 hits beyond
their last center torso box). This often comes from ammo explosions. A Destroyed mech cannot be
salvaged.
To salvage a mech, a pilot must stop in the hex of the disabled mech to be salvaged, and spend an entire turn there
without moving or fighting (ranged or melee).
Once a mech is salvaged, remove it from the battlefield.
A mech carrying salvaged can be slowed if the salvage is heavy enough. If the mech carries more than 1/10 their
own weight in salvage, they are slowed by -1 walk, and -2 jump. A mech may not carry more than 1/5 their own
tonnage.
A mech salvaged is worth the following:
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Battletech Campaign Rules – v2.1 June 2018
Intact mechs are worth their tonnage/3 in honor divided amongst the members of the recovering side (so a 60 ton
mech is worth 20 honor)
Disabled mechs are worth their original tonnage / 10 in honor divided amongst the members of the recovering
side
Cored mechs are worth their original tonnage / 20 in honor divided amongst the members of the recovering side
Destroyed mechs are worth nothing.
Salvaged Limbs are worth nothing *unless* they have intact weapons. If they are level 1 weapons, they are worth
1 honor. If they are level 2 weapons, they are worth 2 honor.
If you successfully salvage a mech (or limb) with advanced technology that is not destroyed, roll 2d6 after the
battle. On a roll of 11+, that individual technology may be added to your house’s technology list at no honor cost.
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Battletech Campaign Rules – v2.1 June 2018
2 LCT-1L Locust MCY-99 Mercury LCT-3M Locust LCT-3D Locust LCT-3S Locust EGL-2M Eagle
(364) 20 Tons (471) 20 Tons (464) 20 Tons (377) 20 Tons (431) 20 Tons (745) 25 Tons
3 ZPH-1A D9-G9 Duan WSP-3M Wasp WSP-3S Wasp WSP-3S Wasp ZPH-1A
Tarantula (636) Gung (729) (346) 20 Tons (584) 20 Tons (584) 20 Tons Tarantula (636)
25 Tons 25 Tons 25 Tons
4 MON-66 LCT-1L Locust EGL-1M Eagle COM-5S COM-5S FLE-17 Flea (371)
Mongoose (633) (364) 20 Tons (718) 25 Tons Commando Commando 20 Tons
25 Tons (584) 25 Tons (584) 25 Tons
5 FLE-17 Flea (371) FLE-17 Flea (371) LCT-5M Locust STG-5M Stinger DRT-6S Dart WSP-3W Wasp
20 Tons 20 Tons (516) 20 Tons (352) 20 Tons (548) 25 Tons (276) 20 Tons
6 KBO-7A Kabuto EGL-2M Eagle STG-5M Stinger CRK-4D Cricket FLE-17 Flea (371) DRT-3S Dart
(448) 20 Tons (745) 25 Tons (352) 20 Tons (720) 25 Tons 20 Tons (360) 25 Tons
1a
2a
3a
4a
5a
6a
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Battletech Campaign Rules – v2.1 June 2018
2 JR7-C Jenner JA-KL-1532 HER-3S1 Hermes BH-K305 Battle VLK-QD Valkyrie HSR-400-D
(651) 35 Tons Jackal (678) 30 (572) 30 Tons Hawk (710) 30 (690) 30 Tons Hussar (534) 30
Tons Tons Tons
3 DRA-R-PR19 RVN-1X Raven PNT-10K Panther VLK-QD3 BZK-F3 Hollander FLC-4P Falcon
Diablo (970) 35 (674) 35 Tons (706) 35 Tons Valkyrie (853) 30 (861) 30 Tons (561) 30 Tons
Tons Tons
4 PNT-10K Panther TZU-1L Tzunami JA-KL-1532 GRM-01B Garm NTK-2Q Night WLF-2
(706) 35 Tons (866) 30 Tons Jackal (678) 30 (732) 35 Tons Hawk (863) 35 Wolfhound (903)
Tons Tons 35 Tons
5 SDR-C Spider SDR-7M Spider SDR-8M Spider SDR-7M Spider SDR-7M Spider SDR-7M Spider
(500) 30 Tons (514) 30 Tons (588) 30 Tons (497) 30 Tons (497) 30 Tons (497) 30 Tons
6 SDR-9K Venom UM-R63 FNHK-9K Falcon JVN-10P Javelin SPR-5F Spector GRM-01B Garm
(634) 35 Tons Urbanmech Hawk (889) 35 (514) 35 Tons (1141) 35 Tons (732) 35 Tons
(494) 30 Tons Tons
1a
2a
3a
4a
5a
6a
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Battletech Campaign Rules – v2.1 June 2018
2 WTH-2 VND-3L PIN-3R Pioneer PHX-3D Phoenix CDA-3F Cicada CLNT-2-3U Clint
Whitworth (784) Vindicator (1223) 45 Tons Hawk (1148) 45 (1202) 40 Tons (943) 40 Tons
40 Tons (1069) 45 Tons Tons
3 PHX-3K Phoenix KTU-1K Keisotsu KTU-1K Keisotsu ODY-55 ASN-23 Assassin CBR-02 Cobra
Hawk (1204) 45 (992) 45 Tons (992) 45 Tons Odysseus (1136) (609) 40 Tons (994) 45 Tons
Tons 40 Tons
4 BSN-3K BJ-3 Blackjack PHX-3M Phoenix BJ-3 Blackjack BZK-F5 Hollander CDA-3F Cicada
Bishamon (1089) (1099) 45 Tons Hawk (1057) 45 (1099) 45 Tons II (1084) 45 Tons (1202) 40 Tons
45 Tons Tons
5 DMO-4K Daimyo CDA-3F Cicada WVE-9N Wyvern VL-5M Vulcan PHX-3S Phoenix ASN-23 Assassin
(1034) 40 Tons (1202) 40 Tons (951) 45 Tons (761) 40 Tons Hawk (1019) 45 (609) 40 Tons
Tons
6 WFT-1 Wolftrap SNK-1V Snake ASN-23 Assassin WTH-2 CMA-1S Chimera VL-5M Vulcan
(827) 45 Tons (910) 45 Tons (609) 40 Tons Whitworth (784) (1005) 40 Tons (761) 40 Tons
40 Tons
1a
2a
3a
4a
5a
6a
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Battletech Campaign Rules – v2.1 June 2018
6 KTO-20 Kintaro MHL-2L Marshal SCP-1O Scorpion GRF-1DS Griffin GRF-1DS Griffin SCP-1O Scorpion
(1081) 55 Tons (1169) 55 Tons (785) 55 Tons (1202) 55 Tons (1202) 55 Tons (785) 55 Tons
1a
2a
3a
4a
5a
6a
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Battletech Campaign Rules – v2.1 June 2018
2 HEL-4A Helios HEL-3D Helios OTL-5M Ostsol OTL-6D Ostsol CTS-6Y Cestus MLN-1A Merlin
(1426) 60 Tons (1559) 60 Tons (1102) 60 Tons (1379) 60 Tons (1495) 65 Tons (1039) 60 Tons
3 CPLT-K5 Catapult OSR-2D Ostroc OSR-2D Ostroc AXM-1N Axman AXM-2N Axman CTS-6Y Cestus
(1244) 65 Tons (942) 60 Tons (942) 60 Tons (1165) 65 Tons (1238) 65 Tons (1495) 65 Tons
5 QKD-8K RFL-5D Rifleman YMN-6Y Yeoman RFL-6X Rifleman RFL-5D Rifleman QKD-8K
Quickdraw (1115) 60 Tons (1222) 60 Tons (1275) 60 Tons (1115) 60 Tons Quickdraw
(1375) 60 Tons (1375) 60 Tons
1a
2a
3a
4a
5a
6a
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Battletech Campaign Rules – v2.1 June 2018
3 DAI-02 Daikyu LHU-2B Lao Hu ON2-M Orion FLC-8R Falconer MTR-5K ON2-M Orion
(1714) 70 Tons (1410) 75 Tons (1633) 75 Tons (1887) 75 Tons Maelstrom (1633) 75 Tons
(1490) 75 Tons
4 SJA-7D Shugenja ARC-8M Archer ARC-4M Archer ARC-8M Archer PTR-4D ARC-8M Archer
(1274) 75 Tons (1377) 70 Tons (1539) 70 Tons (1377) 70 Tons Penetrator (1377) 70 Tons
(1375) 75 Tons
1a
2a
3a
4a
5a
6a
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Battletech Campaign Rules – v2.1 June 2018
4 TSH-7S Tai-sho STK-5S Stalker AWS-9M STK-5S Stalker STK-5S Stalker SHG-2F Shogun
(1518) 85 Tons (1009) 85 Tons Awesome (1469) (1009) 85 Tons (1009) 85 Tons (1490) 85 Tons
80 Tons
5 HTM-28T STC-2D Striker CGR-3K Charger PPR-5S ZEU-9S Zeus ZEU-9S Zeus
Hatamoto-Chi (1329) 80 Tons (1483) 80 Tons Salamander (1419) 80 Tons (1419) 80 Tons
(1754) 80 Tons (1381) 80 Tons
6 VTR-9K Victor VTR-10D Victor GOL-3M Goliath VTR-10D Victor PPR-6S GOL-3M Goliath
(1634) 80 Tons (1723) 80 Tons (1310) 80 Tons (1723) 80 Tons Salamander (1310) 80 Tons
(1465) 80 Tons
1a
2a
3a
4a
5a
6a
40
Battletech Campaign Rules – v2.1 June 2018
2 BNC-5S Banshee MR-5M Cerberus MR-5M Cerberus BNC-5S Banshee BNC-5S Banshee BRZ-A3
(1613) 95 Tons (1633) 95 Tons (1633) 95 Tons (1613) 95 tons (1613) 95 Tons Berserker (1654)
100 Tons
3 AS7-K Atlas PLG-3Z Pillager AS7-S Atlas AS7-S Atlas AS7-S Atlas MAD-5A
(1649) 100 Tons (2551) 100 Tons (1658) 100 Tons (1658) 100 Tons (1658) 100 Tons Marauder II
(1725) 100 tons
4 CP-12-K Cyclops CP-11-A Cyclops CP-11-A Cyclops CP-11-A Cyclops CP-11-A Cyclops CP-11-A Cyclops
(1511) 90 Tons (1251) 90 Tons (1231) 90 Tons (1251) 90 Tons (1251) 90 Tons (1251) 90 Tons
5 NG-C3A EMP-6A Emperor ALB-3U Albatross NSR-9J Nightstar NSR-9J Nightstar NSR-9J Nightstar
Naginata (1734) (1636) 90 Tons (1296) 95 tons (2135) 95 tons (2135) 95 tons (2135) 95 tons
95 Tons
1a
2a
3a
4a
5a
6a
41
Battletech Campaign Rules – v2.1 June 2018
42
Battletech Campaign Rules – v2.1 June 2018
2 Fire Moth Fire Moth Fire Moth Fire Moth Fire Moth Fire Moth
(Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982)
3 Howler (587) Howler (587) Howler (587) Howler (587) Howler (587) Howler (587)
4 Locust IIC (975) Locust IIC (975) Locust IIC (975) Locust IIC (975) Locust IIC (975) Fire Falcon
(Prime) (1281)
5 Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895)
6 Fire Falcon Piranha (801) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Snow Fox (627)
(Prime) (1281)
1a
2a
3a
4a
5a
6a
43
Battletech Campaign Rules – v2.1 June 2018
2 Kit Fox (Prime) Hankyu (Prime) Pack Hunter Hankyu (Prime) Hankyu (Prime) Hankyu (Prime)
(1014) (1313) (1384) (1313) (1313) (1313)
3 Adder (Prime) Adder (Prime) Adder (Prime) Adder (Prime) Adder (Prime) Adder (Prime)
(1560) (1560) (1560) (1560) (1560) (1560)
4 Cougar (Prime) Firefly C (1174) Adder (Prime) Adder (Prime) Adder (Prime) Hellion (Prime)
(1227) (1560) (1560) (1560) (1439)
5 Horned Owl Incubus (1422) Incubus (1422) Incubus (1422) Incubus (1422) Incubus (1422)
(1409)
6 Jenner IIC Jenner IIC Jenner IIC Jenner IIC Jenner IIC Jenner IIC
(1024) (1024) (1024) (1024) (1024) (1024)
1a
2a
3a
4a
5a
6a
44
Battletech Campaign Rules – v2.1 June 2018
2 Grendel (Prime) Pouncer Viper (Prime) Great Wyrm Grendel (Prime) Pouncer
(2124) (Prime) (2191) (1484) (1139) (2124) (Prime) (2191)
3 Shadow Hawk Ice Ferret Shadow Hawk Shadow Cat Shadow Hawk Shadow Cat
IIC (1646) (Prime) (1529) IIC (1646) (Prime) (2057) IIC (1646) (Prime) (2057)
4 Wyvern IIC Wyvern IIC Wyvern IIC Wyvern IIC Wyvern IIC Wyvern IIC
(1426) (1426) (1426) (1426) (1426) (1426)
5 Shadow Hawk Ice Ferret Shadow Hawk Shadow Cat Shadow Hawk Shadow Cat
IIC (1646) (Prime) (1529) IIC (1646) (Prime) (2057) IIC (1646) (Prime) (2057)
6 Phantom Phantom Griffin IIC Clint IIC (1176) Great Wyrm Great Wyrm
(Prime) (1029) (Prime) (1029) (1492) (1139) (1139)
1a
2a
3a
4a
5a
6a
45
Battletech Campaign Rules – v2.1 June 2018
2 Hunchback IIC Hunchback IIC Hunchback IIC Hunchback IIC Hunchback IIC Hunchback IIC
(1524) (1524) (1524) (1524) (1524) (1524)
4 Nova (Prime) Nova (Prime) Nova (Prime) Nova (Prime) Nova (Prime) Nova (Prime)
(2448) (2448) (2448) (2448) (2448) (2448)
5 Vapor Eagle Vapor Eagle Stooping Hawk Vapor Eagle Vapor Eagle Vapor Eagle
(2243) (2243) (Prime) (1881) (2243) (2243) (2243)
1a
2a
3a
4a
5a
6a
46
Battletech Campaign Rules – v2.1 June 2018
2 Mad Dog Mad Dog Mad Dog Mad Dog Mad Dog Mad Dog
(Prime) (1871) (Prime) (1871) (Prime) (1871) (Prime) (1871) (Prime) (1871) (Prime) (1871)
3 Rifleman IIC Rifleman IIC Thresher Rifleman IIC Matador (1830) Thresher
(2123) (2123) (2043) (2123) (2043)
1a
2a
3a
4a
5a
6a
47
Battletech Campaign Rules – v2.1 June 2018
2 Black Knight IIC Black Knight IIC Nova Cat Nova Cat Black Knight IIC Nova Cat
(1960) (1960) (Prime) (2165) (Prime) (2165) (1960) (Prime) (2165)
4 Black Python Black Python Black Python Black Python Black Python Black Python
(2413) (2413) (2413) (2413) (2413) (2413)
5 Night Gyr Orion IIC Timber Wolf Night Gyr Timber Wolf Nova Cat
(Prime) (2750) (1923) (Prime) (2252) (Prime) (2750) (Prime) (2252) (Prime) (2165)
6 Timber Wolf Timber Wolf Timber Wolf Timber Wolf Timber Wolf Timber Wolf
(Prime) (2252) (Prime) (2252) (Prime) (2252) (Prime) (2252) (Prime) (2252) (Prime) (2252)
1a
2a
3a
4a
5a
6a
48
Battletech Campaign Rules – v2.1 June 2018
2 Phoenix Hawk Phoenix Hawk Phoenix Hawk Phoenix Hawk Phoenix Hawk Phoenix Hawk
IIC (1996) IIC (1996) IIC (1996) IIC (1996) IIC (1996) IIC (1996)
3 Warhammer IIC Warhammer IIC Warhammer IIC Warhammer IIC Warhammer IIC Warhammer IIC
(2159) (2159) (2159) (2159) (2159) (2159)
4 Marauder IIC Marauder IIC Marauder IIC Marauder IIC Marauder IIC Marauder IIC
(2217) (2217) (2217) (2217) (2217) (2217)
1a
2a
3a
4a
5a
6a
49
Battletech Campaign Rules – v2.1 June 2018
4 Bane (Prime) Bane (Prime) Kodiak (2363) Dire Wolf Bane (Prime) Bane (Prime)
(1685) (1685) (Prime) (2341) (1685) (1685)
5 Imp C (2680) Iron Cheetah Iron Cheetah Iron Cheetah Scylla (2771) Iron Cheetah
(Prime) (2733) (Prime) (2733) (Prime) (2733) (Prime) (2733)
6 Stone Rhino Stone Rhino Stone Rhino Stone Rhino Stone Rhino Stone Rhino
(2626) (2626) (2626) (2626) (2626) (2626)
1a
2a
3a
4a
5a
6a
50
Battletech Campaign Rules – v2.1 June 2018
2 LCT-1V Locust MCY-98 Mercury LCT-1V Locust LCT-1M Locust LCT-1S Locust LCT-1E Locust
(356) 20 Tons (484) 20 Tons (356) 20 Tons (382) 20 Tons (376) 20 Tons (484) 20 Tons
3 WSP-1K Wasp WSP-1L Wasp WSP-1A Wasp WSP-1D Wasp WSP-1A Wasp WSP-1W Wasp
(330) 20 Tons (290) 20 Tons (336) 20 Tons (327) 20 Tons (336) 20 Tons (316) 20 Tons
4 MON-67 LCT-1V Locust MCY-98 Mercury COM-2D COM-3A FLE-4 Flea (360)
Mongoose (612) (356) 20 Tons (484) 20 Tons Commando Commando 20 Tons
25 Tons (392) 25 Tons (432) 25 Tons
5 FLE-4 Flea (360) FLE-4 Flea (360) LCT-1S Locust STG-3G Stinger DRT-4S Dart MCY-98 Mercury
20 Tons 20 Tons (376) 20 Tons (438) 20 Tons (560) 25 Tons (484) 20 Tons
6 THE-S Thorn THE-S Thorn STG-3R Stinger DRT-4S Dart FLE-4 Flea (360) MON-67
(445) 20 Tons (445) 20 Tons (320) 20 Tons (560) 25 Tons 20 Tons Mongoose (612)
25 Tons
1a
2a
3a
4a
5a
6a
51
Battletech Campaign Rules – v2.1 June 2018
2 JR7-F Jenner JR7-D Jenner HER-1A Hermes VLK-QF Valkyrie FFL-4A Firefly HSR-300-D
(792) 35 Tons (669) 35 Tons (501) 30 Tons (563) 30 Tons (649) 30 Tons Hussar (484) 30
Tons
3 FFL-4A Firefly FFL-4A Firefly PNT-9R Panther VLK-QA Valkyrie VLK-QA Valkyrie PNT-9R Panther
(649) 30 Tons (649) 30 Tons (664) 35 Tons (640) 30 Tons (640) 30 Tons (664) 35 Tons
4 PNT-9R Panther FRB-2E Firebee OTT-7J Ostscout OTT-7J Ostscout OTT-7J Ostscout WLF-1
(664) 35 Tons (604) 35 Tons (497) 35 Tons (497) 35 Tons (497) 35 Tons Wolfhound (736)
35 Tons
5 SDR-5K Spider SDR-5V Spider SDR-5V Spider SDR-5D Spider SDR-5V Spider SDR-5V Spider
(433) 30 Tons (514) 30 Tons (514) 30 Tons (412) 30 Tons (514) 30 Tons (514) 30 Tons
6 JVN-10N Javelin UM-R60L JVN-10N Javelin JVN-10F Javelin JVN-10N Javelin JVN-10N Javelin
(487) 30 Tons Urbanmech (487) 30 Tons (702) 30 Tons (487) 30 Tons (487) 30 Tons
(443) 30 Tons
1a
2a
3a
4a
5a
6a
52
Battletech Campaign Rules – v2.1 June 2018
2 WTH-1S VND-1R HER-4K Hermes PHX-1D Phoenix CDA-2A Cicada CLNT-2-3T Clint
Whitworth (753) Vindicator (900) II (749) 40 Tons Hawk (883) 45 (567) 40 Tons (672) 40 Tons
40 Tons 45 Tons Tons
3 PHX-1K Phoenix PHX-1 Phoenix HER-2M Hermes CLNT-2-4T Clint ASN-21 Assassin WVE-6N Wyvern
Hawk (872) 45 Hawk (838) 45 II (740) 40 Tons (531) 40 Tons (596) 40 Tons (797) 45 Tons
Tons Tons
4 CDA-2A Cicada BJ-1 Blackjack PHX-1 Phoenix BJ-1 Blackjack VL-2T Vulcan CDA-2A Cicada
(567) 40 Tons (795) 45 Tons Hawk (838) 45 (795) 45 Tons (523) 40 Tons (523) 40 Tons
Tons
5 VL-2T Vulcan CDA-3C Cicada WVE-6N Wyvern VL-5T Vulcan PHX-1 Phoenix WTH-1
(523) 40 Tons (656) 40 Tons (797) 45 Tons (744) 40 Tons Hawk (838) 45 Whitworth (771)
Tons 40 Tons
6 WVE-6N Wyvern CDA-2B Cicada STN-3K Sentinel WTH-1 STN-3K Sentinel VL-2T Vulcan
(797) 45 Tons (523) 40 Tons (536) 40 Tons Whitworth (771) (536) 40 Tons (523) 40 Tons
40 Tons
1a
2a
3a
4a
5a
6a
53
Battletech Campaign Rules – v2.1 June 2018
4 SHD-2K Shadow SHD-2H Shadow SHD-2H Shadow SHD-2D Shadow SHD-2H Shadow HOP-4C Hoplite
Hawk (1018) 55 Hawk (918) 55 Hawk (918) 55 Hawk (785) 55 Hask (918) 55 (836) 55 Tons
Tons Tons Tons Tons Tons
6 KTO-18 Kintaro KTO-18 Kintaro SCP-1N Scorpion GRF-1N Griffin GRF-1S Griffin SCP-1N Scorpion
(864) 55 Tons (864) 55 Tons (786) 55 Tons (1021) 55 Tons (1061) 55 Tons (786) 55 Tons
1a
2a
3a
4a
5a
6a
54
Battletech Campaign Rules – v2.1 June 2018
2 DRG-1N Dragon CPLT-C4 Catapult OTL-4D Ostsol OTL-4D Ostsol OTL-4F Ostsol MLN-1A Merlin
(952) 60 Tons (1104) 65 Tons (1034) 60 Tons (1034) 60 Tons (1023) 60 Tons (1039) 60 Tons
3 CPLT-K2 Catapult OSR-2L Ostroc OSR-2M Ostroc CPLT-C1 Catapult CPLT-C4 Catapult JM6-S Jagermech
(1052) 65 Tons (970) 60 Tons (1036) 60 Tons (1165) 65 Tons (1104) 65 Tons (749) 65 Tons
4 CRD-3K Crusader CRD-3L Crusader CRD-3R Crusader CRD-3D Crusader CRD-3R Crusader CHP-2N
(997) 65 Tons (1032) 65 Tons (948) 65 Tons (1020) 65 Tons (948) 65 Tons Champion (839)
60 Tons
5 RFL-3N Rifleman RFL-3N Rifleman QKD-4G RFL-3C Rifleman RFL-3N Rifleman QKD-5A
(797) 60 Tons (797) 60 Tons Quickdraw (860) 60 Tons (797) 60 Tons Quickdraw
(1012) 60 Tons (1070) 60 Tons
1a
2a
3a
4a
5a
6a
55
Battletech Campaign Rules – v2.1 June 2018
3 ON1-V Orion ON1-V Orion ON1-V Orion ON1-V Orion FLS-7K Flashman ON1-V Orion
(931)) 75 Tons (931)) 75 Tons (931)) 75 Tons (931)) 75 Tons (1192) 75 Tons (931)) 75 Tons
4 ARC-2K Archer ARC-2R Archer ARC-2R Archer ARC-2R Archer ARC-2S Archer ARC-2W Archer
(977) 70 Tons (1117) 70 Tons (1117) 70 Tons (1117) 70 Tons (997) 70 Tons (932) 70 Tons
1a
2a
3a
4a
5a
6a
56
Battletech Campaign Rules – v2.1 June 2018
4 STK-3F Stalker STK-3H Stalker STK-4N Stalker STK-4P Stalker STK-3F Stalker SHG-2E Shogun
(1152) 85 Tons (1249) 85 Tons (1225) 85 Tons (1126) 85 Tons (1152) 85 Tons (1498) 85 Tons
5 HTM-26T STC-2C Striker CGR-1A1 Charger CGR-1A1 Charger ZEU-6S Zeus ZEU-6T Zeus
Hatamoto-Chi (1154) 80 Tons (820) 80 Tons (820) 80 Tons (1148) 80 Tons (1170) 80 Tons
(1189) 80 Tons
6 VTR-9B Victor VTR-9B Victor GOL-1H Goliath VTR-9B Victor STC-2C Striker GOL-1H Goliath
(1165) 80 Tons (1165) 80 Tons (1200) 80 Tons (1165) 80 Tons (1154) 80 Tons (1200) 80 Tons
1a
2a
3a
4a
5a
6a
57
Battletech Campaign Rules – v2.1 June 2018
2 BNC-3E Banshee BNC-3E Banshee BNC-3M BNC-3Q Banshee BNC-3S Banshee BNC-3E Banshee
(1223) 95 Tons (1223) 95 Tons Banshee (1267) (1151) 95 tons (1323) 95 Tons (1223) 95 tons
95 tons
3 AS7-D Atlas AS7-D Atlas AS7-D Atlas AS7-D Atlas AS7-D Atlas IMP-2E Imp
(1557) 100 Tons (1557) 100 Tons (1557) 100 Tons (1557) 100 Tons (1557) 100 Tons (1619) 100 Tons
4 CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops
(965) 90 Tons (965) 90 Tons (965) 90 Tons (965) 90 Tons (965) 90 Tons (965) 90 Tons
5 BNC-3E Banshee BNC-3E Banshee BNC-3M BNC-3Q Banshee BNC-3S Banshee BNC-3E Banshee
(1223) 95 Tons (1223) 95 Tons Banshee (1267) (1151) 95 tons (1323) 95 Tons (1223) 95 tons
95 tons
6 AS7-D Atlas AS7-D Atlas AS7-D Atlas KGC-0000 King AS7-D Atlas ANH-1A
(1557) 100 Tons (1557) 100 Tons (1557) 100 Tons Crab (1401) 100 (1557) 100 Tons Annihilator
Tons (1150) 100 Tons
1a
2a
3a
4a
5a
6a
58